Fatal Frame 2 Interview

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Deep into the mind of Keisuke Kikuchi. Exclusive new screens included!

By Kaiser Hwang

Fatal Frame 2, the sequel to one of the most unique survival horror games out there, is coming our way in just a few short months and we couldn't be more excited. The worst part about it is that details about the game have been relatively scarce since its announcement. So what's a hard-working gamer to do? Go straight to the source, of course. We had a chance to have a nice chat with series producer, Keisuke Kikuchi, and we asked everything that was on our minds regarding the game, society, and working on one of the greatest horse-racing sims ever made, Gallop Racer. So sit back, relax, and try not to get too scared.

IGN: Can you start by telling us who you are and what your role is in regards to Fatal Frame 2?

Keisuke Kikuchi: My name is Keisuke Kikuchi, and I am the general producer for Fatal Frame 2 as I was for the first game as well. My main duty is to lead the overall direction that the game will take as a product.

IGN: Tecmo releases a diverse set of games, from horse racing simulations to fighting games to horror games. Having worked on the Gallop Racer games -- something most gamers wouldn't expect -- can you describe to us how you approach a game in terms of theme, gameplay, etc?

KK: I assign staff with specific knowledge in many areas such as horror or horse racing as directors to do specific tasks such as game design and giving instructions to other team members. The many members of the team that construct the game based on the direction led by me or my directors are involved no matter what genre of game is being created. I also try to give staff members objectivity to the current project by allowing them to experience a different project.

For instance, after the first Fatal Frame was finished, the team split into 3 separate teams: the Fatal Frame 2 team, who were to push the envelope in coming up with new game design concepts; the Fatal Frame Xbox team, who were to challenge technological hurdles; and the Gallop Racer team, who were to polish their skills in the construction of the games themselves. Of course, I also assigned staffs who worked on the previous Gallop Racer games and staff who were knowledgeable about horse racing to the GR team, and as a result I could form a team that was capable of creating the best horse racing game ever made. This separation of the teams was done in order to provide a foundation for the development of Fatal Frame 2. Once these teams that had all completed their individual tasks and goals came back together and became the Fatal Frame 2 team, the Fatal Frame series was able to reach a new level of evolution. In this way, I am always trying to plan my team assignments with an eye on the long-term objective.

IGN: The first Fatal Frame was a bold entry into the survival horror genre with its unique premise and gameplay mechanics. Was there a conscious effort made to make the game "different" to separate itself from other games?

KK: When we develop games, the most important thing always present in our minds is what kind of gaming experience we can provide the player with. Therefore, we don't see a necessity to meaninglessly concern ourselves with how other games are structured. Once we had decided the concept of the type of game that we are trying to provide, namely "horror that stimulates the imagination", the rest of the core elements of the game came in to place naturally: the "Japanese horror" aspect, the ghosts, and the camera. It just so happens that no other horror games included these elements. Any elements that we are putting in the game that have been present in other games (and have frustrated players) will need to be improved to be incorporated into our game.

IGN: A young female lead can be found in both Fatal Frame games. What's the appeal? Is it the youthfulness and innocence? The naivet¿ associated with youth?

KK: We believe that, women more than men, and children more than adults, are weaker in physical strength and more emotionally sensitive. When a horror game aims for sympathy with the main character, we believe it is more fitting and scary to have a young, weak female character overcoming the odds than a beefy male character fighting his way through every obstacle.